Commit Graph

125 Commits

Author SHA1 Message Date
hornygranny 14fa16078f Merge pull request #8368 from Cheridan/day1
Spring Event Day 1: Martyr Objective!
2015-03-23 17:15:55 -07:00
Incoming 5d35200567 Fixes a big old mistake in mulligan antag that made extended mulligans WAY too common
Hard defines double agents and traitorchan to be possible since there were some indication that inheriting the var wasn't working right

When mulligan decides to quit the admins will get a blurb as to why it quit.
2015-03-21 21:49:22 -04:00
Cheridan 2ca9e8e392 Spring Event Day 1: Martyr Objective! 2015-03-15 22:50:25 -05:00
Ikarrus f95ca85ed6 Age Restrictions for Antagonists
Default minimum age is 7 days.
Team Antag modes and wizard is 14 days.
Malf minimum is 30 days (Same as AI minimum age).
2015-03-01 20:40:04 -07:00
Incoming 24cc205ce5 On primary antagonist rounds (wizard/blob/malfunction) if the config is set for continous rounds the round will convert on the fly to a new mode choosen from these mode if the primary antagonist dies:
EXTENDED
TRAITOR
CHANGELING
DOUBLE AGENTS
TRAITORLING

based on the game probabilities set through the config.

The round will not convert if more than 30% of the players are dead (round immediatly ends) or if the shuttle is beyond the point of no return (the round ends normally).

Adds the CONTINIOUS_ROUND_BLOB config
2015-02-22 21:32:17 -05:00
Razharas 208b59c30e Fixed stuff tkdrg pointed out
Added comment to dualsaber and hulk checks to explain whats going on
Added defines that converts to mutation names
Fixed grammer again
2014-12-28 10:49:04 +03:00
Razharas 0921aa201f Added datum mutations
Also removed some mob vars like sdisabilities and merged the usability
with disabilities
Removed need for mutations var, they are not handled in dna
Removed blinded var, now its handled by eye_blind being bigger than zero
Ands lots, lots of other shit in files that used mutations
2014-12-12 04:48:11 +03:00
Remie Richards 935775bfc1 Merge pull request #5788 from Miauw62/runtime2
Fixes some AI traitorize runtimes.
2014-11-14 18:12:50 +00:00
Miauw f491d9dfe1 Fixes some AI traitorize runtimes. Fixed #4605 2014-11-09 14:51:26 +01:00
GunHog 604bc648ff Gives Traitor AIs the Syndicate Channel!
This PR is intended to support #5283 .
- Traitor AIs, when set as a traitor, will be given a new internal radio
calibrated to hear and transmit to the encrypted syndicate frequency.

Since traitors can buy a headset key for getting the Syndicate Channel,
Traitor AIs can get one too, as they cannot purchase their own TC items.
2014-11-03 21:59:36 -06:00
paprka c0425bc06e initial commit of assistant antag option 2014-10-13 17:21:02 -07:00
Remie Richards be6c8c54d1 Reverts Antag selection happening before job selection 2014-10-09 22:57:19 +01:00
ikarrus 899637a63b New way of calculating # of DAs
Instead of modifying the coefficient, it just straight up adds additional antagonists.
2014-09-27 18:06:24 -06:00
Aranclanos 95b9754f01 Merge pull request #4507 from RemieRichards/AntagBeforeJobs
Antag selection before Job selection
2014-09-23 08:13:39 -03:00
Ikarrus 839cb01bc0 Update traitor.dm 2014-09-21 13:25:21 -06:00
Ikarrus 38a745cef4 Update traitor.dm 2014-09-21 13:16:34 -06:00
ikarrus 1b46ad1558 Fixed Latejoin Antags
It was checking for number of readied players instead of joined players
2014-09-21 13:15:31 -06:00
Remie Richards 7c96b0aa95 Merge branch 'master' of https://github.com/tgstation/-tg-station into TraitorBeforeJobs
Conflicts:
	code/datums/mind.dm
	code/game/jobs/job_controller.dm
2014-09-17 23:11:39 +01:00
Alex 4c919969a8 Merge pull request #4773 from Donkie/jobnote
Added note of what occupation the guy had at endround stats
2014-09-14 13:16:06 +01:00
Aranclanos bfd9ce393e Removes two unused vars of the gamemode datums, uplink_welcome and uplink_uses.
uplink_welcome was actually used as a greeting text from uplinks, now they'll always show "Syndicate Uplink Console:". The removed strings weren't nothing important, actually, with the addition of the uplinks in cargo, you were able to metagame the ongoing gamemode.
2014-09-11 06:06:59 -03:00
Daniel e0433f7764 Fixed up text, added proc 2014-09-11 09:27:35 +02:00
Daniel 4f1cd16dc0 Some text changes 2014-09-10 12:42:28 +02:00
Daniel 5b82b44c0e Added note of what occupation the guy had at endround stats 2014-09-10 12:13:26 +02:00
Alex 0ade87d365 Merge pull request #4657 from Ikarrus/betterantagscaling
Improved Antagonist Scaling
2014-09-06 19:06:04 +01:00
ikarrus ca0ccccf72 Apparently New Players have minds so that's not going to be appropriate any more. 2014-09-04 21:11:22 -06:00
ikarrus abe5d25bf3 A little more fair for traitor objectives 2014-09-04 00:09:06 -06:00
ikarrus dfa608a12b Destroy Objective Probability scales with population
Instead of being a flat 1% or 2% it will now use prob(100/ticker.minds.len) which will give it roughly the same chance as any crewmember would have of being targetted for assasination.
2014-09-04 00:01:59 -06:00
ikarrus 3246d3e2b9 Improved Antagonist Scaling
To allow for saner antagonist scaling at high-population while still accomodating low-population rounds.

The PR changes the formula to thus:
Antagonists = min ( population / (2* coeff ) + 2, population / coeff )

For traitor, this means
Traitors = min ( population / 10 + 2, population / 5 )
2014-09-02 09:02:40 -06:00
Alex a64217bafb Merge pull request #4538 from Ikarrus/maroon
Maroon and Destroy objectives for Traitor and Changeling
2014-08-26 08:14:01 +01:00
ikarrus 76b0ce1a8a Maroon and Destroy objectives for Traitor and Changeling
Maroon
-Maroon objectives are a variation of assassination, where preventing the escape of the person also counts as a success.
-Aprox. 30% of assasinations will be maroonings instead
-Disincentivizes players from staying behind on the station when the shuttle leaves simply because "it's more safe"

Destroy
-Basically an assasination objective where the AI is the target
-All traitors have a 1% of getting this objective. Changelings have 2% chance.
-Adds variety, counterplay between those who want to destroy the AI and save/restore/steal it
-It is entirely possible to get Destroy AI and Steal AI at the same time. While it would be difficult, it's still entirely possible to destroy your target and steal a different AI. The chances of getting both are very slim, however.
-Encourages restoring the AI over killing it wherever possible. Discourages AIs from cooperating with antagonists.

And there you go, my hamhanded attempts at some new objective types.
2014-08-22 21:58:25 -06:00
Robson Richards e704c9738e Reworks Gamemode/Job interaction a bit 2014-08-20 18:25:53 +01:00
Robson Richards 27df7c15b5 Adds assigned_role = "MODE" to the new pre_setup_before_jobs modes. 2014-08-20 17:37:16 +01:00
Robson Richards 4df356e5d2 All pre_setup_before_jobs = 0 gamemodes changed to pre_setup_before_jobs = 1 2014-08-20 17:20:20 +01:00
ikarrus 9db5a07e8d Traitor AIs will now have multiple objectives, like human traitors.
The block escape objective counts towards this.
2014-08-19 22:18:40 -06:00
AndroidSFV 629d3a3edc Moved intercept to the parent post_setup 2014-07-29 14:56:48 -05:00
Alex d50547f97f Merge pull request #4035 from Ikarrus/latejoinfloorcap
Adds a floor cap for latejoing antagonists
2014-07-10 13:13:44 +01:00
Ikarrus 055ee80246 Update traitor.dm 2014-07-07 21:02:59 -06:00
ikarrus 716ab807ec Exchange objectives can no longer be assigned to AIs and double agents.
-Includes a much simpler solution to preventing latejoining exchangers
-Exchange objectives also support additional objectives now (ie if config.traitor_objectives_amount > 1)
-Exhange and hijacking objectives count towards the number of objectives (ie if config.traitor_objectives_amount > 1)
2014-07-07 20:59:02 -06:00
AstralSerpent cdd91c27f6 Traitor code phrases/responses will be announced at round end. 2014-07-04 21:34:34 +10:00
ikarrus 8a92676c16 Adds a lower cap for latejoing antagonists
-If the number of antagonists is 2 less than the current cap, the next latejoiner will be guaranteed to get antagonist
-Reduced latejoin antag cap to (Number of joined players/ Scaling Coefficient)

This should result in a more controlled population of antagonists while still keeping it unpredictable for players in-game.
2014-07-01 14:47:31 -06:00
Ikarrus a4e094f235 Update traitor.dm 2014-06-26 09:05:35 -06:00
ikarrus 9e3f4effb8 Resolved Conflicts:
code/game/gamemodes/traitor/traitor.dm
2014-06-21 14:11:43 -06:00
ikarrus 4ecff8c487 Removed spawn() 2014-06-21 14:07:47 -06:00
Cheridan cc6cd62928 Merge pull request #3905 from Giacom/traitor_objectives_amount
New configuration option for how many objectives traitors get, on top of...
2014-06-19 11:22:43 -05:00
ikarrus 3959c41c90 Update Ready 2014-06-14 18:25:41 -06:00
ikarrus c1500d82be Resolved Conflicts:
code/game/gamemodes/traitor/traitor.dm
2014-06-14 18:20:01 -06:00
ikarrus 4a06ff4d88 Bugfixes for Exchange Objectives
-Will no longer be assigned to latejoiners
-Objective description will report the other agent's real_name
-Objective description will report what job the other agent is
-Objective description will properly rename itself if the other agent is renamed (e.g. clowns, mimes)
-Explanation text made more noticeable
-Cleaned up the code a bit
2014-06-14 18:14:38 -06:00
ikarrus 8dc32877ad Bugfixes for Exchange Objectives
-Will no longer be assigned to latejoiners
-Objective description will report the other agent's real_name
-Objective description will report what job the other agent is
-Objective description will properly rename itself if the other agent is renamed (e.g. clowns, mimes)
-Explanation text made more noticeable
-Cleaned up the code a bit
2014-06-11 23:56:19 -06:00
Giacomand 9107668cec New configuration option for how many objectives traitors get, on top of their escape/hijack objective. Defaults to 2. 2014-06-11 21:18:08 +01:00
Miauw c1de34e96b Removes random chance from code words and makes them a bit more noticeable. 2014-06-10 19:56:52 +02:00